Category Archives: Loot

Magic items and other neat stuff.

Potion of Dragon Fury

The party in my game just finished up fighting a bunch of dragon cultists and I wanted something to make those 1 HD cultists a bit more of challenge to the party. So I came up with the Potion of Dragon Fury.
Duration: 1d4 Turns or until Breath Weapon used (see below).
Effects:
+2 To-Hit and Damage in melee combat.
The drinker of the potion my used a “breath weapon” doing 3d6 damage. Save for half and this ends the effects of the potion. The potion is “color coded” to match the chromatic dragons for the breath weapon.
Black, Acid, 40 foot line.
Blue, Lightning, 40 foot line.
Green, Poison, 30 foot cone.
Red, Fire, 30 foot cone.
White, 30 foot cone.
Unfortunate, side effect: If the potion is still in effect and the drinker is killed (or reduced 0 HP depending on the rules you are using) then then drinker explodes doing 2d6 damage in a 10 foot radius (type of damage as per the color). Save for half.
It was a real surprise to the PC’s the first time a cultist blew up. And they didn’t learn the next time they faced those guys.
Roll dice, kill monsters, take their stuff, and have fun.

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The Sword of the Damned

One of the characters in the Labyrinth Lord game made a bad wish. That happens in old-school games. To get himself out of the mess, he made a pact with a demon lord. Part of the pact is that he a nasty sword. Sure it gave him some neat stuff but it also let’s the demon lord keep tabs on the character. So here’s a slightly edited version of that sword for your game.
The Sword of the Damned
+2 Long Sword with the following extra powers.
When the character strikes the death blow to a living target, the sword draws the life force of the target into it. The sword gains a number of charges equal to the HD of the target. Here’s how the charges are used.
Heal Wielder: The character must use this power immediately after striking the death blow. The wielder heals 2 HP/HD of the victim.
Hide Alignment: 1 Charge. The alignment of the sword and wielder are hidden from detection for a day. Note: The sword automatically uses this power every day. The wielder cannot stop the sword from doing this.
Invisibility: 3 Charges. The wielder become invisible as per the spell.
Poison Blade: 6 Charges. The sword is coated with a vile demonic poison for one round. If the wielder hits a target then the target must Save or Die.
The only other addition from my game is that sword has the spirit of an imp trapped inside it. While it doesn’t follow the normal rules for intelligent swords, the imp does have its own personality and some knowledge of fiends. The little guy is more than happy to get the PC into trouble.

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The Wondrous Wand of Unreliable Resurrection

The Wondrous Wand of Unreliable Resurrection usually works right and can bring that fallen comrade back from the dead. Note usually. The total number of Hit Die of creatures that the Wand has returned to life is the percentage chance that it will malfunction. When found in a loot pile, the Wand will have already been used for at least 3d10 HD worth of resurrections. Of course, the DM can adjust that however they will.
So what happens when the Wand malfunctions? Roll 1d8 below and see.
1. Disintegrated: That’s all folks!
2. Animate Dead (as the spell): Oops. Sorry. But at least your friend will be worth a few XP.
3. Lost in the Transition: Randomly rearrange the character’s ability scores.
4. Sorry, Wrong Number: The wrong soul is summoned from the Underworld. Make adjustments to alignment, class, ability scores as necessary.
5. Freaky Friday: The fallen character is brought back to life but the wielder and target switch bodies.
6. Reincarnation (as the spell)+Gender Switch: Hiya doin’?
7. Reincarnation (as the spell): Could be worse?
8. This Has Never Happened Before: The wand just doesn’t work. No effect but still counts to total HD resurrected.

What happens when the Wand reaches 100 HD? It continues to work but will malfunction every time. If this seems too kind then change result 8 to 10d6 Fireball, the wand explodes and is destroyed.
Keep rolling those dice folks!

The Sword of Champions

I was thinking about my first/original D&D campaign the other day and then remember this magic item that I did way back when. So I figured what they heck share it. And I realized that this fun (for me any way) little can be easily used no matter what flavor D&D you like.
So here you go.
The Sword of Champions appears and basically functions as a normal +2 Dancing Long Sword. But like any cool magic item, there’s a catch. If an opponent incapacitates the wielder then the Sword of Champions switches sides. Because if somebody beats you then you ain’t the Champion. If the wielder is killed then that character cannot be raised because the Sword of Champions consumes his life force. The Sword creates a pool of Hit Points equal to the dead wielder’s maximum HP which can be used to heal the new wielder. When found the Sword of Champions will have a pool of 3d6 HP.
So short and sweet and a little nostalgic memory from my high school days.
Remember kids. Roll dice. Kill Monsters. Take their stuff. And have fun!

The Lair of Lennok The Wanderer Part II

This last week the party of adventurers finished up The Lair of Lennok. Here’s what went down.
The Alchemy Lab: No monsters here but the PC’s got to play around with some potions. For loot, there was 500 GP worth of alchemical materials (See Make Potion in your DCC rule book) plus a spell book containing Make Potion. Additionally, there was a”portable” alchemy lab. By portable, I mean a large trunk that required two character to carry. Additionally, there were some curve ball potions that they messed with. Here are the fun ones:
The Little Blue Potion: Yep basically Viagra.
One Shot: One shot and you’re drunk.
Up All Night: The character stays awake and alert all night but gains no benefit from “rest”.
Sort of Invisibility: Drink it and you’re invisible but you’re also blind at the same time.
Stunt Flying: Like a potion a Flying but the drinker flies in a random direction each round.
Invisible Potion: What is says. The potion is invisible. That’s it.
Meteor Shit: Ever see Creep Show? Yep. Make DC: 14 Fort Save on a fail make DC:12 Fort Save each day or lose a point of Stamina and Agility.
Corruption: Make a Stamina Check: On a 20+ gain Minor Corruption. 11 to 19: Major Corruption. 10 or less: Greater Corruption.
Chaos Blender: Make a Fort Save until successful. The DC’s in order: 16/14/12/10/8/6. For each failure re-roll a random ability score and take the new number.
I also threw in some common things just to see what the PC’s would do. They included water, oil, vinegar, soy sauce, soap, and pee.

The Summoning Chamber: A large room with a summoning circle in the middle, a book stand with a large magical tome, and a woman chained to the opposite wall.
The Tome: Contains Demon Summoning spell.
The Circle: Contains the Chitinous Toad Demon with a Snake Tongue. The toad demon is invisible and any character breaking the circle causes it to appear and attack.
The Toad Demon: Init +0; ATK: +6; Damage: Snake Tongue (Reach 10′) 1d3+make DC: 10 Fort Save or be paralyzed for 1d4 rounds. Bite: 1d6; AC: 12; HP: 36; Saves: +3 for all; Move: 35; Special: Invisible, Snake Tongue, Swallow Whole on a crit, Demon Traits.
The Woman: She’s really a succubus. She’ll maintain her disguise and play a victim to get the PC’s sympathies. She’ll maintain this disguise until the PC’s don’t fall for it or she comes face to face with Lennok. Then her rage and hatred of the mortal wizard who bound her causes her disguise to drop. She cannot attack Lennok directly as a side effect of her summoning/binding but she can help or encourage the characters in other ways.
Lizza the Succubus: Init: +3, Atk: +5 Damage: by weapon or Claws -: 1d6+1; AC: 14, HP: 28, Saves: All at +4; Move 30/40 (flying); Special: Disguise Self, Charm, Demon Traits.

The Inner Sanctum:
Lennok’s Chamber: Richly furnished apartment. No monsters here but loot. Some spell scrolls (which were randomly generated thanks to the Purple Sorcerer site), miscellaneous swag worth 750 GP, and some really good food and wine.
Lennok’s Wizardly Chamber: And here’s the Boss Fight. We have the girl who was the subject of the quest tied to an operating table. I just generated a 0-Level character which I at the end of the fight I handed the questing player. “Here you go. You found the girl. You just need to keep her alive.”
Lennok: Once again thanks to Purple Sorcerer. Just generated a 6th Level Magic-User.
The Demon Golem Guardian: A Stitched together flesh golem with many demon parts. Init: +0; ATK: +7; Damage: 2d5; AC: 13; HP: 48; Saves: Fort: +6′ Ref: +0, Will: +2;Move: 30; Special: Demon Traits, Golem Traits.
Loot from the fight: Lennok’s spell book.
Also in the room is a magical portal. Press various crystals round its edge and portal opens to somewhere. As soon as Lennok dies, Lizza the Succubus goes to the portal, activates, and goes through. If the PC’s don’t pause to think, “What would be the first place a freed demon would go?” and follow her through the portal. Then congrats. The party just walked into Hell. Nope, my players didn’t fall for that one. The portal now becomes pretty much a plot device. Let the PC’s play with and make some sort decision to go thru and leads to the next adventure/dungeon. Remember, they have a 0-Level kid they have to keep alive.
As a final rant about this adventure, the final fight was more dramatic and exciting both for me and the players than I thought it would be. Between Choking Cloud and Ray of Enfeeblement, Lennok managed to take out everyone in the party except for the Elf and the Thief. The Thief used the Choking Cloud as cover, downed a potion of Invisibility and moved into position for a Sneak Attack. The Elf charged Lennok and used the nasty power of the magic sword they had found previously. As a refresher, the wielder may turn a normal hit into a critical hit but it costs one point of Personality and 1d3 HP (both permanent losses). This simulates the sword consuming the soul and life force of the wielder. The one-two punch of those two characters took out the Wizard quickly. There were many cheers around the table.

Next up. I need to write up some notes for their next adventure.